Repository: gasgiant/Camera-Shake
Branch: master
Commit: dc226bd11666
Files: 87
Total size: 304.2 KB
Directory structure:
gitextract_t2nfmqsd/
├── .gitignore
├── Assets/
│ ├── GG Camera Shake/
│ │ ├── Runtime/
│ │ │ ├── Attenuator.cs
│ │ │ ├── Attenuator.cs.meta
│ │ │ ├── BounceShake.cs
│ │ │ ├── BounceShake.cs.meta
│ │ │ ├── CameraShakePresets.cs
│ │ │ ├── CameraShakePresets.cs.meta
│ │ │ ├── CameraShaker.cs
│ │ │ ├── CameraShaker.cs.meta
│ │ │ ├── Displacement.cs
│ │ │ ├── Displacement.cs.meta
│ │ │ ├── Envelope.cs
│ │ │ ├── Envelope.cs.meta
│ │ │ ├── ICameraShake.cs
│ │ │ ├── ICameraShake.cs.meta
│ │ │ ├── KickShake.cs
│ │ │ ├── KickShake.cs.meta
│ │ │ ├── PerlinShake.cs
│ │ │ ├── PerlinShake.cs.meta
│ │ │ ├── Power.cs
│ │ │ └── Power.cs.meta
│ │ ├── Runtime.meta
│ │ ├── Samples/
│ │ │ ├── Explosion/
│ │ │ │ ├── Explosion.unity
│ │ │ │ ├── Explosion.unity.meta
│ │ │ │ ├── Materials/
│ │ │ │ │ ├── Particles.mat
│ │ │ │ │ ├── Particles.mat.meta
│ │ │ │ │ ├── Slippery.physicsMaterial2D
│ │ │ │ │ └── Slippery.physicsMaterial2D.meta
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Prefabs/
│ │ │ │ │ ├── Box.prefab
│ │ │ │ │ ├── Box.prefab.meta
│ │ │ │ │ ├── Particles.prefab
│ │ │ │ │ └── Particles.prefab.meta
│ │ │ │ ├── Prefabs.meta
│ │ │ │ ├── Scripts/
│ │ │ │ │ ├── BoxesSpawner.cs
│ │ │ │ │ ├── BoxesSpawner.cs.meta
│ │ │ │ │ ├── Explosion.cs
│ │ │ │ │ ├── Explosion.cs.meta
│ │ │ │ │ ├── ExplosionTrigger.cs
│ │ │ │ │ └── ExplosionTrigger.cs.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ ├── Sprites/
│ │ │ │ │ ├── Circle.png.meta
│ │ │ │ │ └── Square.png.meta
│ │ │ │ └── Sprites.meta
│ │ │ ├── Explosion.meta
│ │ │ ├── Stompa/
│ │ │ │ ├── Animations/
│ │ │ │ │ ├── StompAnimation.anim
│ │ │ │ │ ├── StompAnimation.anim.meta
│ │ │ │ │ ├── Stompa.controller
│ │ │ │ │ └── Stompa.controller.meta
│ │ │ │ ├── Animations.meta
│ │ │ │ ├── Materials/
│ │ │ │ │ ├── Cube.mat
│ │ │ │ │ ├── Cube.mat.meta
│ │ │ │ │ ├── Floor.mat
│ │ │ │ │ └── Floor.mat.meta
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Scripts/
│ │ │ │ │ ├── Movement.cs
│ │ │ │ │ ├── Movement.cs.meta
│ │ │ │ │ ├── ShakeTrigger.cs
│ │ │ │ │ └── ShakeTrigger.cs.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ ├── Stompa.unity
│ │ │ │ └── Stompa.unity.meta
│ │ │ └── Stompa.meta
│ │ └── Samples.meta
│ └── GG Camera Shake.meta
├── LICENSE
├── Packages/
│ └── manifest.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ └── XRSettings.asset
└── README.md
================================================
FILE CONTENTS
================================================
================================================
FILE: .gitignore
================================================
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/[Aa]ssets/[Ss]treamingAssets/aa/*
================================================
FILE: Assets/GG Camera Shake/Runtime/Attenuator.cs
================================================
using UnityEngine;
namespace CameraShake
{
///
/// Contains methods for changing strength and direction of shakes depending on their position.
///
public static class Attenuator
{
///
/// Returns multiplier for the strength of a shake, based on source and camera positions.
///
public static float Strength(StrengthAttenuationParams pars, Vector3 sourcePosition, Vector3 cameraPosition)
{
Vector3 vec = cameraPosition - sourcePosition;
float distance = Vector3.Scale(pars.axesMultiplier, vec).magnitude;
float strength = Mathf.Clamp01(1 - (distance - pars.clippingDistance) / pars.falloffScale);
return Power.Evaluate(strength, pars.falloffDegree);
}
///
/// Returns displacement, opposite to the direction to the source in camera's local space.
///
public static Displacement Direction(Vector3 sourcePosition, Vector3 cameraPosition, Quaternion cameraRotation)
{
Displacement direction = Displacement.Zero;
direction.position = (cameraPosition - sourcePosition).normalized;
direction.position = Quaternion.Inverse(cameraRotation) * direction.position;
direction.eulerAngles.x = direction.position.z;
direction.eulerAngles.y = direction.position.x;
direction.eulerAngles.z = -direction.position.x;
return direction;
}
[System.Serializable]
public class StrengthAttenuationParams
{
///
/// Radius in which shake doesn't lose strength.
///
[Tooltip("Radius in which shake doesn't lose strength.")]
public float clippingDistance = 10;
///
/// Defines how fast strength falls with distance.
///
[Tooltip("How fast strength falls with distance.")]
public float falloffScale = 50;
///
/// Power of the falloff function.
///
[Tooltip("Power of the falloff function.")]
public Degree falloffDegree = Degree.Quadratic;
///
/// Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane.
///
[Tooltip("Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane.")]
public Vector3 axesMultiplier = Vector3.one;
}
}
}
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================================================
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================================================
FILE: Assets/GG Camera Shake/Runtime/BounceShake.cs
================================================
using UnityEngine;
namespace CameraShake
{
public class BounceShake : ICameraShake
{
readonly Params pars;
readonly AnimationCurve moveCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
readonly Vector3? sourcePosition = null;
float attenuation = 1;
Displacement direction;
Displacement previousWaypoint;
Displacement currentWaypoint;
int bounceIndex;
float t;
///
/// Creates an instance of BounceShake.
///
/// Parameters of the shake.
/// World position of the source of the shake.
public BounceShake(Params parameters, Vector3? sourcePosition = null)
{
this.sourcePosition = sourcePosition;
pars = parameters;
Displacement rnd = Displacement.InsideUnitSpheres();
direction = Displacement.Scale(rnd, pars.axesMultiplier).Normalized;
}
///
/// Creates an instance of BounceShake.
///
/// Parameters of the shake.
/// Initial direction of the shake motion.
/// World position of the source of the shake.
public BounceShake(Params parameters, Displacement initialDirection, Vector3? sourcePosition = null)
{
this.sourcePosition = sourcePosition;
pars = parameters;
direction = Displacement.Scale(initialDirection, pars.axesMultiplier).Normalized;
}
public Displacement CurrentDisplacement { get; private set; }
public bool IsFinished { get; private set; }
public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)
{
attenuation = sourcePosition == null ?
1 : Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition);
currentWaypoint = attenuation * direction.ScaledBy(pars.positionStrength, pars.rotationStrength);
}
public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)
{
if (t < 1)
{
t += deltaTime * pars.freq;
if (pars.freq == 0) t = 1;
CurrentDisplacement = Displacement.Lerp(previousWaypoint, currentWaypoint,
moveCurve.Evaluate(t));
}
else
{
t = 0;
CurrentDisplacement = currentWaypoint;
previousWaypoint = currentWaypoint;
bounceIndex++;
if (bounceIndex > pars.numBounces)
{
IsFinished = true;
return;
}
Displacement rnd = Displacement.InsideUnitSpheres();
direction = -direction
+ pars.randomness * Displacement.Scale(rnd, pars.axesMultiplier).Normalized;
direction = direction.Normalized;
float decayValue = 1 - (float)bounceIndex / pars.numBounces;
currentWaypoint = decayValue * decayValue * attenuation
* direction.ScaledBy(pars.positionStrength, pars.rotationStrength);
}
}
[System.Serializable]
public class Params
{
///
/// Strength of the shake for positional axes.
///
[Tooltip("Strength of the shake for positional axes.")]
public float positionStrength = 0.05f;
///
/// Strength of the shake for rotational axes.
///
[Tooltip("Strength of the shake for rotational axes.")]
public float rotationStrength = 0.1f;
///
/// Preferred direction of shaking.
///
[Tooltip("Preferred direction of shaking.")]
public Displacement axesMultiplier = new Displacement(Vector2.one, Vector3.forward);
///
/// Frequency of shaking.
///
[Tooltip("Frequency of shaking.")]
public float freq = 25;
///
/// Number of vibrations before stop.
///
[Tooltip("Number of vibrations before stop.")]
public int numBounces = 5;
///
/// Randomness of motion.
///
[Range(0, 1)]
[Tooltip("Randomness of motion.")]
public float randomness = 0.5f;
///
/// How strength falls with distance from the shake source.
///
[Tooltip("How strength falls with distance from the shake source.")]
public Attenuator.StrengthAttenuationParams attenuation;
}
}
}
================================================
FILE: Assets/GG Camera Shake/Runtime/BounceShake.cs.meta
================================================
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================================================
FILE: Assets/GG Camera Shake/Runtime/CameraShakePresets.cs
================================================
using UnityEngine;
namespace CameraShake
{
///
/// Contains shorthands for creating common shake types.
///
public class CameraShakePresets
{
readonly CameraShaker shaker;
public CameraShakePresets(CameraShaker shaker)
{
this.shaker = shaker;
}
///
/// Suitable for short and snappy shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis.
///
/// Strength of motion in X and Y axes.
/// Strength of rotation in Z axis.
/// Frequency of shaking.
/// Number of vibrations before stop.
public void ShortShake2D(
float positionStrength = 0.08f,
float rotationStrength = 0.1f,
float freq = 25,
int numBounces = 5)
{
BounceShake.Params pars = new BounceShake.Params
{
positionStrength = positionStrength,
rotationStrength = rotationStrength,
freq = freq,
numBounces = numBounces
};
shaker.RegisterShake(new BounceShake(pars));
}
///
/// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes.
///
/// Strength of the shake.
/// Frequency of shaking.
/// Number of vibrations before stop.
public void ShortShake3D(
float strength = 0.3f,
float freq = 25,
int numBounces = 5)
{
BounceShake.Params pars = new BounceShake.Params
{
axesMultiplier = new Displacement(Vector3.zero, new Vector3(1, 1, 0.4f)),
rotationStrength = strength,
freq = freq,
numBounces = numBounces
};
shaker.RegisterShake(new BounceShake(pars));
}
///
/// Suitable for longer and stronger shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis.
///
/// Strength of motion in X and Y axes.
/// Strength of rotation in Z axis.
/// Duration of the shake.
public void Explosion2D(
float positionStrength = 1f,
float rotationStrength = 3,
float duration = 0.5f)
{
PerlinShake.NoiseMode[] modes =
{
new PerlinShake.NoiseMode(8, 1),
new PerlinShake.NoiseMode(20, 0.3f)
};
Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams();
envelopePars.decay = duration <= 0 ? 1 : 1 / duration;
PerlinShake.Params pars = new PerlinShake.Params
{
strength = new Displacement(new Vector3(1, 1) * positionStrength, Vector3.forward * rotationStrength),
noiseModes = modes,
envelope = envelopePars,
};
shaker.RegisterShake(new PerlinShake(pars));
}
///
/// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes.
///
/// Strength of the shake.
/// Duration of the shake.
public void Explosion3D(
float strength = 8f,
float duration = 0.7f)
{
PerlinShake.NoiseMode[] modes =
{
new PerlinShake.NoiseMode(6, 1),
new PerlinShake.NoiseMode(20, 0.2f)
};
Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams();
envelopePars.decay = duration <= 0 ? 1 : 1 / duration;
PerlinShake.Params pars = new PerlinShake.Params
{
strength = new Displacement(Vector3.zero, new Vector3(1, 1, 0.5f) * strength),
noiseModes = modes,
envelope = envelopePars,
};
shaker.RegisterShake(new PerlinShake(pars));
}
}
}
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FILE: Assets/GG Camera Shake/Runtime/CameraShakePresets.cs.meta
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FILE: Assets/GG Camera Shake/Runtime/CameraShaker.cs
================================================
using System.Collections.Generic;
using UnityEngine;
namespace CameraShake
{
///
/// Camera shaker component registeres new shakes, holds a list of active shakes, and applies them to the camera additively.
///
public class CameraShaker : MonoBehaviour
{
public static CameraShaker Instance;
public static CameraShakePresets Presets;
readonly List activeShakes = new List();
[Tooltip("Transform which will be affected by the shakes.\n\nCameraShaker will set this transform's local position and rotation.")]
[SerializeField]
Transform cameraTransform;
[Tooltip("Scales the strength of all shakes.")]
[Range(0, 1)]
[SerializeField]
public float StrengthMultiplier = 1;
public CameraShakePresets ShakePresets;
///
/// Adds a shake to the list of active shakes.
///
public static void Shake(ICameraShake shake)
{
if (IsInstanceNull()) return;
Instance.RegisterShake(shake);
}
///
/// Adds a shake to the list of active shakes.
///
public void RegisterShake(ICameraShake shake)
{
shake.Initialize(cameraTransform.position,
cameraTransform.rotation);
activeShakes.Add(shake);
}
///
/// Sets the transform which will be affected by the shakes.
///
public void SetCameraTransform(Transform cameraTransform)
{
cameraTransform.localPosition = Vector3.zero;
cameraTransform.localEulerAngles = Vector3.zero;
this.cameraTransform = cameraTransform;
}
private void Awake()
{
Instance = this;
ShakePresets = new CameraShakePresets(this);
Presets = ShakePresets;
if (cameraTransform == null)
cameraTransform = transform;
}
private void Update()
{
if (cameraTransform == null) return;
Displacement cameraDisplacement = Displacement.Zero;
for (int i = activeShakes.Count - 1; i >= 0; i--)
{
if (activeShakes[i].IsFinished)
{
activeShakes.RemoveAt(i);
}
else
{
activeShakes[i].Update(Time.deltaTime, cameraTransform.position, cameraTransform.rotation);
cameraDisplacement += activeShakes[i].CurrentDisplacement;
}
}
cameraTransform.localPosition = StrengthMultiplier * cameraDisplacement.position;
cameraTransform.localRotation = Quaternion.Euler(StrengthMultiplier * cameraDisplacement.eulerAngles);
}
private static bool IsInstanceNull()
{
if (Instance == null)
{
Debug.LogError("CameraShaker Instance is missing!");
return true;
}
return false;
}
}
}
================================================
FILE: Assets/GG Camera Shake/Runtime/CameraShaker.cs.meta
================================================
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================================================
FILE: Assets/GG Camera Shake/Runtime/Displacement.cs
================================================
using UnityEngine;
namespace CameraShake
{
///
/// Representation of translation and rotation.
///
[System.Serializable]
public struct Displacement
{
public Vector3 position;
public Vector3 eulerAngles;
public Displacement(Vector3 position, Vector3 eulerAngles)
{
this.position = position;
this.eulerAngles = eulerAngles;
}
public Displacement(Vector3 position)
{
this.position = position;
this.eulerAngles = Vector3.zero;
}
public static Displacement Zero
{
get
{
return new Displacement(Vector3.zero, Vector3.zero);
}
}
public static Displacement operator +(Displacement a, Displacement b)
{
return new Displacement(a.position + b.position,
b.eulerAngles + a.eulerAngles);
}
public static Displacement operator -(Displacement a, Displacement b)
{
return new Displacement(a.position - b.position,
b.eulerAngles - a.eulerAngles);
}
public static Displacement operator -(Displacement disp)
{
return new Displacement(-disp.position, -disp.eulerAngles);
}
public static Displacement operator *(Displacement coords, float number)
{
return new Displacement(coords.position * number,
coords.eulerAngles * number);
}
public static Displacement operator *(float number, Displacement coords)
{
return coords * number;
}
public static Displacement operator /(Displacement coords, float number)
{
return new Displacement(coords.position / number,
coords.eulerAngles / number);
}
public static Displacement Scale(Displacement a, Displacement b)
{
return new Displacement(Vector3.Scale(a.position, b.position),
Vector3.Scale(b.eulerAngles, a.eulerAngles));
}
public static Displacement Lerp(Displacement a, Displacement b, float t)
{
return new Displacement(Vector3.Lerp(a.position, b.position, t),
Vector3.Lerp(a.eulerAngles, b.eulerAngles, t));
}
public Displacement ScaledBy(float posScale, float rotScale)
{
return new Displacement(position * posScale, eulerAngles * rotScale);
}
public Displacement Normalized
{
get
{
return new Displacement(position.normalized, eulerAngles.normalized);
}
}
public static Displacement InsideUnitSpheres()
{
return new Displacement(Random.insideUnitSphere, Random.insideUnitSphere);
}
}
}
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================================================
FILE: Assets/GG Camera Shake/Runtime/Envelope.cs
================================================
using UnityEngine;
namespace CameraShake
{
///
/// Controls strength of the shake over time.
///
public class Envelope : IAmplitudeController
{
readonly EnvelopeParams pars;
readonly EnvelopeControlMode controlMode;
float amplitude;
float targetAmplitude;
float sustainEndTime;
bool finishWhenAmplitudeZero;
bool finishImmediately;
EnvelopeState state;
///
/// Creates an Envelope instance.
///
/// Envelope parameters.
/// Pass Auto for a single shake, or Manual for controlling strength manually.
public Envelope(EnvelopeParams pars, float initialTargetAmplitude, EnvelopeControlMode controlMode)
{
this.pars = pars;
this.controlMode = controlMode;
SetTarget(initialTargetAmplitude);
}
///
/// The value by which you want to multiply shake displacement.
///
public float Intensity { get; private set; }
public bool IsFinished
{
get
{
if (finishImmediately) return true;
return (finishWhenAmplitudeZero || controlMode == EnvelopeControlMode.Auto)
&& amplitude <= 0 && targetAmplitude <= 0;
}
}
public void Finish()
{
finishWhenAmplitudeZero = true;
SetTarget(0);
}
public void FinishImmediately()
{
finishImmediately = true;
}
///
/// Update is called every frame by the shake.
///
public void Update(float deltaTime)
{
if (IsFinished) return;
if (state == EnvelopeState.Increase)
{
if (pars.attack > 0)
amplitude += deltaTime * pars.attack;
if (amplitude > targetAmplitude || pars.attack <= 0)
{
amplitude = targetAmplitude;
state = EnvelopeState.Sustain;
if (controlMode == EnvelopeControlMode.Auto)
sustainEndTime = Time.time + pars.sustain;
}
}
else
{
if (state == EnvelopeState.Decrease)
{
if (pars.decay > 0)
amplitude -= deltaTime * pars.decay;
if (amplitude < targetAmplitude || pars.decay <= 0)
{
amplitude = targetAmplitude;
state = EnvelopeState.Sustain;
}
}
else
{
if (controlMode == EnvelopeControlMode.Auto && Time.time > sustainEndTime)
{
SetTarget(0);
}
}
}
amplitude = Mathf.Clamp01(amplitude);
Intensity = Power.Evaluate(amplitude, pars.degree);
}
public void SetTargetAmplitude(float value)
{
if (controlMode == EnvelopeControlMode.Manual && !finishWhenAmplitudeZero)
{
SetTarget(value);
}
}
private void SetTarget(float value)
{
targetAmplitude = Mathf.Clamp01(value);
state = targetAmplitude > amplitude ? EnvelopeState.Increase : EnvelopeState.Decrease;
}
[System.Serializable]
public class EnvelopeParams
{
///
/// How fast the amplitude rises.
///
[Tooltip("How fast the amplitude increases.")]
public float attack = 10;
///
/// How long in seconds the amplitude holds a maximum value.
///
[Tooltip("How long in seconds the amplitude holds maximum value.")]
public float sustain = 0;
///
/// How fast the amplitude falls.
///
[Tooltip("How fast the amplitude decreases.")]
public float decay = 1f;
///
/// Power in which the amplitude is raised to get intensity.
///
[Tooltip("Power in which the amplitude is raised to get intensity.")]
public Degree degree = Degree.Cubic;
}
public enum EnvelopeControlMode { Auto, Manual }
public enum EnvelopeState { Sustain, Increase, Decrease }
}
public interface IAmplitudeController
{
///
/// Sets value to which amplitude will move over time.
///
void SetTargetAmplitude(float value);
///
/// Sets amplitude to zero and finishes the shake when zero is reached.
///
void Finish();
///
/// Immediately finishes the shake.
///
void FinishImmediately();
}
}
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================================================
FILE: Assets/GG Camera Shake/Runtime/ICameraShake.cs
================================================
using UnityEngine;
namespace CameraShake
{
public interface ICameraShake
{
///
/// Represents current position and rotation of the camera according to the shake.
///
Displacement CurrentDisplacement { get; }
///
/// Shake system will dispose the shake on the first frame when this is true.
///
bool IsFinished { get; }
///
/// CameraShaker calls this when the shake is added to the list of active shakes.
///
void Initialize(Vector3 cameraPosition, Quaternion cameraRotation);
///
/// CameraShaker calls this every frame on active shakes.
///
void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation);
}
}
================================================
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================================================
FILE: Assets/GG Camera Shake/Runtime/KickShake.cs
================================================
using UnityEngine;
namespace CameraShake
{
public class KickShake : ICameraShake
{
readonly Params pars;
readonly Vector3? sourcePosition;
readonly bool attenuateStrength;
Displacement direction;
Displacement prevWaypoint;
Displacement currentWaypoint;
bool release;
float t;
///
/// Creates an instance of KickShake in the direction from the source to the camera.
///
/// Parameters of the shake.
/// World position of the source of the shake.
/// Change strength depending on distance from the camera?
public KickShake(Params parameters, Vector3 sourcePosition, bool attenuateStrength)
{
pars = parameters;
this.sourcePosition = sourcePosition;
this.attenuateStrength = attenuateStrength;
}
///
/// Creates an instance of KickShake.
///
/// Parameters of the shake.
/// Direction of the kick.
public KickShake(Params parameters, Displacement direction)
{
pars = parameters;
this.direction = direction.Normalized;
}
public Displacement CurrentDisplacement { get; private set; }
public bool IsFinished { get; private set; }
public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)
{
if (sourcePosition != null)
{
direction = Attenuator.Direction(sourcePosition.Value, cameraPosition, cameraRotation);
if (attenuateStrength)
direction *= Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition);
}
currentWaypoint = Displacement.Scale(direction, pars.strength);
}
public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)
{
if (t < 1)
{
Move(deltaTime,
release ? pars.releaseTime : pars.attackTime,
release ? pars.releaseCurve : pars.attackCurve);
}
else
{
CurrentDisplacement = currentWaypoint;
prevWaypoint = currentWaypoint;
if (release)
{
IsFinished = true;
return;
}
else
{
release = true;
t = 0;
currentWaypoint = Displacement.Zero;
}
}
}
private void Move(float deltaTime, float duration, AnimationCurve curve)
{
if (duration > 0)
t += deltaTime / duration;
else
t = 1;
CurrentDisplacement = Displacement.Lerp(prevWaypoint, currentWaypoint, curve.Evaluate(t));
}
[System.Serializable]
public class Params
{
///
/// Strength of the shake for each axis.
///
[Tooltip("Strength of the shake for each axis.")]
public Displacement strength = new Displacement(Vector3.zero, Vector3.one);
///
/// How long it takes to move forward.
///
[Tooltip("How long it takes to move forward.")]
public float attackTime = 0.05f;
public AnimationCurve attackCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
///
/// How long it takes to move back.
///
[Tooltip("How long it takes to move back.")]
public float releaseTime = 0.2f;
public AnimationCurve releaseCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
///
/// How strength falls with distance from the shake source.
///
[Tooltip("How strength falls with distance from the shake source.")]
public Attenuator.StrengthAttenuationParams attenuation;
}
}
}
================================================
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================================================
FILE: Assets/GG Camera Shake/Runtime/PerlinShake.cs
================================================
using UnityEngine;
namespace CameraShake
{
public class PerlinShake : ICameraShake
{
readonly Params pars;
readonly Envelope envelope;
public IAmplitudeController AmplitudeController;
Vector2[] seeds;
float time;
Vector3? sourcePosition;
float norm;
///
/// Creates an instance of PerlinShake.
///
/// Parameters of the shake.
/// Maximum amplitude of the shake.
/// World position of the source of the shake.
/// Pass true if you want to control amplitude manually.
public PerlinShake(
Params parameters,
float maxAmplitude = 1,
Vector3? sourcePosition = null,
bool manualStrengthControl = false)
{
pars = parameters;
envelope = new Envelope(pars.envelope, maxAmplitude,
manualStrengthControl ?
Envelope.EnvelopeControlMode.Manual : Envelope.EnvelopeControlMode.Auto);
AmplitudeController = envelope;
this.sourcePosition = sourcePosition;
}
public Displacement CurrentDisplacement { get; private set; }
public bool IsFinished { get; private set; }
public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)
{
seeds = new Vector2[pars.noiseModes.Length];
norm = 0;
for (int i = 0; i < seeds.Length; i++)
{
seeds[i] = Random.insideUnitCircle * 20;
norm += pars.noiseModes[i].amplitude;
}
}
public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)
{
if (envelope.IsFinished)
{
IsFinished = true;
return;
}
time += deltaTime;
envelope.Update(deltaTime);
Displacement disp = Displacement.Zero;
for (int i = 0; i < pars.noiseModes.Length; i++)
{
disp += pars.noiseModes[i].amplitude / norm *
SampleNoise(seeds[i], pars.noiseModes[i].freq);
}
CurrentDisplacement = envelope.Intensity * Displacement.Scale(disp, pars.strength);
if (sourcePosition != null)
CurrentDisplacement *= Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition);
}
private Displacement SampleNoise(Vector2 seed, float freq)
{
Vector3 position = new Vector3(
Mathf.PerlinNoise(seed.x + time * freq, seed.y),
Mathf.PerlinNoise(seed.x, seed.y + time * freq),
Mathf.PerlinNoise(seed.x + time * freq, seed.y + time * freq));
position -= Vector3.one * 0.5f;
Vector3 rotation = new Vector3(
Mathf.PerlinNoise(-seed.x - time * freq, -seed.y),
Mathf.PerlinNoise(-seed.x, -seed.y - time * freq),
Mathf.PerlinNoise(-seed.x - time * freq, -seed.y - time * freq));
rotation -= Vector3.one * 0.5f;
return new Displacement(position, rotation);
}
[System.Serializable]
public class Params
{
///
/// Strength of the shake for each axis.
///
[Tooltip("Strength of the shake for each axis.")]
public Displacement strength = new Displacement(Vector3.zero, new Vector3(2, 2, 0.8f));
///
/// Layers of perlin noise with different frequencies.
///
[Tooltip("Layers of perlin noise with different frequencies.")]
public NoiseMode[] noiseModes = { new NoiseMode(12, 1) };
///
/// Strength over time.
///
[Tooltip("Strength of the shake over time.")]
public Envelope.EnvelopeParams envelope;
///
/// How strength falls with distance from the shake source.
///
[Tooltip("How strength falls with distance from the shake source.")]
public Attenuator.StrengthAttenuationParams attenuation;
}
[System.Serializable]
public struct NoiseMode
{
public NoiseMode(float freq, float amplitude)
{
this.freq = freq;
this.amplitude = amplitude;
}
///
/// Frequency multiplier for the noise.
///
[Tooltip("Frequency multiplier for the noise.")]
public float freq;
///
/// Amplitude of the mode.
///
[Tooltip("Amplitude of the mode.")]
[Range(0, 1)]
public float amplitude;
}
}
}
================================================
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FILE: Assets/GG Camera Shake/Runtime/Power.cs
================================================
namespace CameraShake
{
public static class Power
{
public static float Evaluate(float value, Degree degree)
{
switch (degree)
{
case Degree.Linear:
return value;
case Degree.Quadratic:
return value * value;
case Degree.Cubic:
return value * value * value;
case Degree.Quadric:
return value * value * value * value;
default:
return value;
}
}
}
public enum Degree { Linear, Quadratic, Cubic, Quadric }
}
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FILE: Assets/GG Camera Shake/Samples/Explosion/Scripts/BoxesSpawner.cs
================================================
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class BoxesSpawner : MonoBehaviour
{
public int num;
public float maxSize;
public float minSize;
public GameObject boxPrefab;
public List colors;
private void Start()
{
for (int i = 0; i < num; i++)
{
var box = Instantiate(boxPrefab, Random.insideUnitCircle * 5, Quaternion.identity);
box.GetComponent().color = colors[Random.Range(0, colors.Count)];
box.transform.localScale = Vector3.one * Random.Range(minSize, maxSize);
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
SceneManager.LoadScene(0);
}
}
}
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FILE: Assets/GG Camera Shake/Samples/Explosion/Scripts/Explosion.cs
================================================
using UnityEngine;
public class Explosion : MonoBehaviour
{
public float force;
public GameObject particles;
public void Explode()
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 5);
Instantiate(particles, transform);
foreach (var collider in colliders)
{
if (collider.GetComponent() != null)
{
Vector2 vec = collider.transform.position - transform.position;
float mag = vec.magnitude;
vec.Normalize();
collider.GetComponent().
AddForce(vec * force * Mathf.Clamp01(1 / mag), ForceMode2D.Impulse);
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FILE: Assets/GG Camera Shake/Samples/Explosion/Scripts/ExplosionTrigger.cs
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using UnityEngine;
// Don't forget to add this.
using CameraShake;
public class ExplosionTrigger : MonoBehaviour
{
private void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
FindObjectOfType().Explode();
// Shaking the camera.
CameraShaker.Presets.ShortShake2D();
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FILE: Assets/GG Camera Shake/Samples/Stompa/Scripts/Movement.cs
================================================
using UnityEngine;
public class Movement : MonoBehaviour
{
bool move;
int stomps;
int direction = 1;
// Called by animator
public void Move()
{
move = true;
}
// Called by animator
public void StopMove()
{
move = false;
stomps += 1;
if (stomps > 7)
{
stomps = 0;
direction = -direction;
}
}
void Update()
{
if (move)
{
transform.position += transform.forward * Time.deltaTime * direction * 10;
}
}
}
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FILE: Assets/GG Camera Shake/Samples/Stompa/Scripts/ShakeTrigger.cs
================================================
using UnityEngine;
// Don't forget to add this.
using CameraShake;
public class ShakeTrigger : MonoBehaviour
{
// Parameters of the shake to tweak in the inspector.
public BounceShake.Params shakeParams;
// This is called by animator.
public void Stomp()
{
Vector3 sourcePosition = transform.position;
// Creating new instance of a shake and registering it in the system.
CameraShaker.Shake(new BounceShake(shakeParams, sourcePosition));
}
}
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FILE: Assets/GG Camera Shake/Samples/Stompa/Stompa.unity
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MIT License
Copyright (c) 2020 Ivan Pensionerov
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# GG Camera Shake
An asset for camera shake in Unity.
__Features__:
* One line of code shake with presets
* Several shake algorithms suitable for a wide range of use cases
* Change strength and direction of the shake depending on
position of the shake source
* Easy to write custom shakes
[__Watch video tutorial__](https://youtu.be/fn3hIPLbSn8)

## Table of Contents
1. [Installation](#installation)
2. [Usage](#usage)
* [Setup](#setup)
* [Using Presets](#using-presets)
* [Without Presets](#without-presets)
2. [Presets](#presets)
2. [PerlinShake](#perlinshake)
2. [BounceShake](#bounceshake)
2. [KickShake](#kickshake)
2. [Time Envelope](#time-envelope)
2. [Spatial Attenuation](#spatial-attenuation)
2. [Writing Custom Shakes](#writing-custom-shakes)
## Installation
1. You can install the package via Package Manager using this URL: `https://github.com/gasgiant/Camera-Shake.git#upm`.
2. Or you can [download](https://github.com/gasgiant/Camera-Shake/releases/download/v1.0.0/ggcamerashake.unitypackage) .unitypackage and import it into your project.
## Usage
### Setup
1. Make the camera a child of another gameobject. When you want to move the camera move the parent.
2. Add `CameraShaker` component to the camera gameobject.
By default `CameraShaker` works with its own transform. Alternatively, you can add `CameraShaker` to any gameobject you like and set it's `cameraTransform` field in inspector, or by calling `CameraShaker.Instance.SetCameraTransform`.
### Using Presets
The simplest way to shake the camera is to use presets. Class `CameraShakePresets` allows to generate some common shake types with one line of code.
Call `CameraShaker.Presets.Explosion2D` to start a shake. Don't forget to add `CameraShake` namespace.
```csharp
using UnityEngine;
using CameraShake;
public class MinimalExample : MonoBehaviour
{
private void Explode()
{
// Something explodes ...
CameraShaker.Presets.Explosion2D();
}
}
```
### Without Presets
If you need more options, than provided by presets, you need to create an instance of some shake class and pass it into the `CameraShaker.Shake`. There are three default shake classes: [PerlinShake](#perlinshake), [BounceShake](#bounceshake) and [KickShake](#kickshake). You can also write [your own](#writing-custom-shakes) shakes. The example below is for `PerlinShake`.
```csharp
using UnityEngine;
using CameraShake;
public class Gun : MonoBehaviour
{
[SerializeField]
PerlinShake.Params shakeParams;
public void Shoot()
{
// Shooting ...
CameraShaker.Shake(new PerlinShake(shakeParams));
}
}
```
The constructor of `PerlinShake` takes an instance of `PerlinShake.Params` as an input. You can expose the parameters variable on some `MonoBehaviour` or `ScriptableObject` to tweak the parameters in the inspector.

Shakes can have more options in their constructors. For example you can pass position of the source of the explosion into the `PerlinShake` constructor, and the shake will change the strength depending on the distance from the source to the camera.
```csharp
public class Grenade : MonoBehaviour
{
public void Explode(float explosionStrength, PerlinShake.Params shakeParams)
{
CameraShaker.Shake(new PerlinShake(shakeParams, explosionStrength, transform.position));
}
}
```
## Presets
__ShortShake3D__
Suitable for short and snappy shakes in 3D. Rotates camera in all three axes. Uses `BounceShake` algorithm.
| Parameter | Description |
| :------------- |:-------------|
| strength | Strength of the shake.|
| freq | Frequency of shaking.|
| numBounces | Number of vibrations before stop.|
__ShortShake2D__
Suitable for short and snappy shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. Uses `BounceShake` algorithm.
| Parameter | Description |
| :------------- |:-------------|
| positionStrength | Strength of motion in X and Y axes.|
| rotationStrength | Strength of rotation in Z axis.|
| freq | Frequency of shaking.|
| numBounces | Number of vibrations before stop.|
__Explosion3D__
Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes. Uses `PerlinShake` algorithm.
| Parameter | Description |
| :------------- |:-------------|
| strength | Strength of the shake.|
| duration | Duration of the shake.|
__Explosion2D__
Suitable for longer and stronger shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. Uses `PerlinShake` algorithm.
| Parameter | Description |
| :------------- |:-------------|
| positionStrength | Strength of motion in X and Y axes.|
| rotationStrength | Strength of rotation in Z axis.|
| duration | Duration of the shake.|
## PerlinShake
`PerlinShake` combines layers of Perlin noise with different frequencies to create smooth and nuanced shake. Works better for longer shakes. For very short shakes consider using `BounceShake`.
### Constructor
| Parameter | | Description |
| :------------- |:-------------|:-------------|
| parameters | | Parameters of the shake. |
| maxAmplitude | | Maximum amplitude of the shake.|
| sourcePosition | | World position of the source of the shake. |
| manualStrengthControl| false | Play shake once automatically. |
| | true| Manually control strength over time. |
For more details on `maxAmplitude` and `manualStrengthControl` see [Time Envelope](#time-envelope).
### Params
| Parameter | Description |
| :------------- |:-------------|
| strength | Strength of the shake for each axis. |
| noiseModes | Layers of Perlin noise with different frequencies. |
| envelope | Strength of the shake over time. |
| attenuation | How strength falls with distance from the shake source. |
For more details on `envelope` see [Time Envelope](#time-envelope). For more details on `attenuation` see [Spatial Attenuation](#spatial-attenuation).
## BounceShake
`BounceShake` is useful for short and precise shakes. Unlike `PerlinShake`, it will provide reliable shake strength. Consider using `PerlinShake` for longer and stronger shakes.
### Constructors
#### BounceShake (first overload)
| Parameter | Description |
| :------------- |:-------------|
| parameters | Parameters of the shake. |
| initialDirection | Initial direction of the shake motion. |
| sourcePosition | World position of the source of the shake. |
#### BounceShake (second overload)
Creates `BounceShake` with random initial direction.
| Parameter | Description |
| :------------- |:-------------|
| parameters | Parameters of the shake. |
| sourcePosition | World position of the source of the shake. |
### Params
| Parameter | Description |
| :------------- |:-------------|
| positionStrength | Parameters of the shake. |
| rotationStrength | Strength of the shake for rotational axes. |
| axesMultiplier | Preferred direction of shaking. |
| freq | Frequency of shaking. |
| numBounces | Number of vibrations before stop. |
| randomness | Randomness of motion. |
| attenuation | How strength falls with distance from the shake source. |
For more details on `attenuation` see [Spatial Attenuation](#spatial-attenuation).
## KickShake
Makes one kick in specified direction. Useful for recoil.
### Constructors
#### KickShake (first overload)
| Parameter | Description |
| :------------- |:-------------|
| parameters | Parameters of the shake. |
| direction | Direction of the kick. |
#### KickShake (second overload)
Creates an instance of KickShake in the direction from the source to the camera.
| Parameter | Description |
| :------------- |:-------------|
| parameters | Parameters of the shake. |
| sourcePosition | World position of the source of the shake. |
| attenuateStrength | Change strength depending on distance from the camera? |
### Params
| Parameter | Description |
| :------------- |:-------------|
| strength | Strength of the shake for each axis. |
| attackTime | How long it takes to move forward. |
| attackCurve | Forward motion curve. |
| releaseTime | How long it takes to move back. |
| releaseCurve | Back motion curve. |
| attenuation | How strength falls with distance from the shake source. |
For more details on `attenuation` see [Spatial Attenuation](#spatial-attenuation).
## Time Envelope
Class `Envelope` controls amplitude of the shake over time. It can work in two modes. In automatic mode it plays the shake ones with selected `maxAmplitude`.
In manual mode you can keep the reference to the `PerlinShake` and change amplitude whenever you like.
```csharp
public class Vibrator : MonoBehaviour
{
[SerializeField]
PerlinShake.Params params;
PerlinShake shake;
private void Start()
{
shake = new PerlinShake(params);
CameraShaker.Shake(shake);
}
public void Vibrate(float amplitude)
{
shake.AmplitudeController.SetTargetAmplitude(amplitude);
}
}
```
### EnvelopeParams
[See interactive demonstration.](https://www.desmos.com/calculator/e9wxr78uu2)
| Parameter | Description |
| :------------- |:-------------|
| attack | How fast the amplitude increases. |
| sustain | How long in seconds the amplitude holds maximum value. |
| decay | How fast the amplitude decreases. |
| degree | Power in which the amplitude is raised to get intensity. |
## Spatial Attenuation
Class `Attenuator` provides methods for changing strength and direction of the shake depending on position of the shake source relative to the camera.
### StrengthAttenuationParams
[See interactive demonstration.](https://www.desmos.com/calculator/iivcfrotk8)
| Parameter | Description |
| :------------- |:-------------|
| clippingDistance | Radius in which shake doesn't lose strength. |
| falloffScale | How fast strength falls with distance. |
| falloffDegree | Power of the falloff function. |
| axesMultiplier | Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane. |
## Writing Custom Shakes
`CameraShaker` works with any class that implements `ICameraShake` interface.
```csharp
public interface ICameraShake
{
// Represents current position and rotation of the camera according to the shake.
Displacement CurrentDisplacement { get; }
// Shake system will dispose the shake on the first frame when this is true.
bool IsFinished { get; }
// CameraShaker calls this when the shake is added to the list of active shakes.
void Initialize(Vector3 cameraPosition, Quaternion cameraRotation);
// CameraShaker calls this every frame on active shakes.
void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation);
}
```
Here is a basic example of a custom shake class.
```csharp
public class VeryBadShake : ICameraShake
{
readonly float intensity;
readonly float duration;
float time;
public VeryBadShake(float intensity, float duration)
{
this.intensity = intensity;
this.duration = duration;
}
public Displacement CurrentDisplacement { get; private set; }
public bool IsFinished { get; private set; }
public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)
{
}
public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)
{
time += deltaTime;
if (time > duration)
IsFinished = true;
CurrentDisplacement =
new Displacement(Random.insideUnitCircle * intensity, Vector3.zero);
}
}
```